/Engine/Plugins/Experimental/PCG/Source/PCG/Public/PCGComponent.h
No destructors are accessible with public or protected access.
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType, ClassGroup=(Procedural), Meta=(BlueprintSpawnableComponent, prioritizeCategories="PCG")) class UPCGComponent : public [UActorComponent](API\Runtime\Engine\Components\UActorComponent)
bool
bActivated
bool
bDirtyGenerated
bool
bForceGenerateOnBPAddedToWorld
Property that will automatically be set on BP templates, to allow for "Generate on add to world" in editor.
bool
bGenerated
Flag to indicate whether this component has run in the editor.
bool
bIsComponentPartitioned
In World Partition map, will partition the component in a grid, according to PCGWorldActor settings, dispatching the generation to multiple local components.
bool
bParseActorComponents
bool
bRegenerateInEditor
bool
bRuntimeGenerated
PCGUtils::FExtr...
ExtraCapture
uint32
GenerationGridSize
EPCGComponentGe...
GenerationTrigger
TObjectPtr<UPC...
GraphInstance
EPCGComponentIn...
InputType
FOnPCGGraphClea...
OnPCGGraphCleanedDelegate
FOnPCGGraphGene...
OnPCGGraphGeneratedDelegate
TArray<FName>
PostGenerateFunctionNames
Can specify a list of functions from the owner of this component to be called when generation is done, in order.
int
Seed